It seems to me that many people’s complaints about the AR range go from preposterous, to kind of legitimate. I love the fact that the AR is useful now, and can actually hold its own on the battlefield. Seems like it’s the AR that always belonged in Halo.
My only problem is that players complain about being able to kill and be killed from across the map. Like I said I love the AR, but do believe it does have a little to much range.
This can be solved if Halo adopted/re-adopted damage drop off at range. It works great in Battlefield, Destiny, CoD, and Halos of past. Having guns drop their damage as range increases has always been a great shooter mechanic to balance out guns which could otherwise be very over powered.
And if the drop off is there, I think it needs to be tweaked and increased slightly on both the AR and SMG.
> 2614366390849210;1:
> It seems to me that many people’s complaints about the AR range go from preposterous, to kind of legitimate. I love the fact that the AR is useful now, and can actually hold its own on the battlefield. Seems like it’s the AR that always belonged in Halo.
>
> My only problem is that players complain about being able to kill and be killed from across the map. Like I said I love the AR, but do believe it does have a little to much range.
>
> This can be solved if Halo adopted/re-adopted damage drop off at range. It works great in Battlefield, Destiny, CoD, and Halos of past. Having guns drop their damage as range increases has always been a great shooter mechanic to balance out guns which could otherwise be very over powered.
>
> And if the drop off is there, I think it needs to be tweaked and increased slightly on both the AR and SMG.
I agree, although another solution would be removing flinch.
Which past Halos did this? I never noticed it… I was under the impression that what prevented automatic weapons from being viable at range was simply the spread of the bullets. I have attempted to use ARs at range before, and on the times that it killed the target it only took longer because so many shots missed, not because they were doing less damage.
I think the solution is to simply reduce the accuracy to levels more similar to past games, while keeping the new damage values so the new relevancy is retained.
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> Which past Halos did this? I never noticed it… I was under the impression that what prevented automatic weapons from being viable at range was simply the spread of the bullets. I have attempted to use ARs at range before, and on the times that it killed the target it only took longer because so many shots missed, not because they were doing less damage.
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> I think the solution is to simply reduce the accuracy to levels more similar to past games, while keeping the new damage values so the new relevancy is retained.
Halo 3 had damage drop off at long ranges I believe. The combination of this and br spread is why it was much more difficult to get those super long range br kills compared to H2.
But I could be totally wrong. Swear I thought I’d read in interviews back in the day drop off was there